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不要错过机会!在2026年4月特卖活动期间购买指定王冠包即可享受大幅优惠。

前往公共测试服务器,测试U50更新中的PvP老兵系统、挑战难度、狼人更新以及新剧情内容等各种游戏内容与改动。
When we first showed off the updated model for the Werewolf, we saw a lot of positive feedback with some reservations that largely boiled down to three core criticisms: the size and bulk of the model, the mangy appearance of the model, and the methods of sustaining Werewolf form. Based on that feedback, we’ve made some notable adjustments to try and improve the Werewolf refresh. Some of the most noteworthy adjustments are:
Lastly, on the note of another larger topic we’ve seen for Werewolves, crouch and stealth. This is something we’re not adding to the Werewolf in the traditional sense, as there’s a lot more than meets the eye with getting those systems to function and be supported between content interaction, blending every unique animation (and having those animations be loaded in Cyrodiil, which cuts into how many unique animations we can make for other classes), and a handful of other things. It’s also something that we’re not keen on enabling for balance or identity’s sake – we want to keep Werewolves direct, imposing, and terrifying as they rip apart their foes – which means we need to keep messaging clear and readable for PvP while focusing on the big and loud. Prowl is our compromise to this difference of desire and intent, as it lets you get some sneak-adjacent benefits by making you harder to detect by monsters, which was mainly done to ensure you can actively use the new Slaughter synergy.
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